An Analysis Of The GAMING Industry Marketing Essay

The gaming industry is the monetary sector associated with the development, marketing and deal of video gaming. It encompasses numbers of job disciplines and uses a lot of individuals worldwide. It includes video game consoles, game software, handheld devices, mobile game titles and online games. System is the greatest segment in the industry. Lately, the video gaming industry has been growing swiftly and it may grow in the future.

The three main competitor companies in this industry are Microsoft, Sony and Nintendo. Microsoft is a multinational computer technology company that specialize in software such as Microsoft Glass windows operating system and the Microsoft Office collection. But furthermore important they are simply best known for his or her consumer products Xbox. Sony is one of the biggest manufacturers of gadgets, video, communications, gaming consoles, and it products for the buyer. The latest technology of its console game products is the Playstation 3 3 which replaced Playsation 2. Finally Nintendo is one of the most significant Japanese technology companies popular for its gaming system video games. Its latest and the most successful gaming console Wii was able to outshine Microsoft's's Xbox and Sony's PS3.

Analysis of the competitive industry

Organizations view competition within an industry as an essential issue that needs to be analyzed. In terms of economic theory (cited by Johnsons et al. ) industry may be thought as "a group of businesses producing the same primary products" p. 59.

According to Lynch (2006) analyzing a specific industry starts off with general examination of the forces which may have an impact on the business. The main objective is to attain competitive advantage of the organization and therefore it might be able to defeat the rival companies. In conditions of gaming industry, Microsoft, Sony, and Nintendo using their particular hardware's MS Xbox 360, PS 3 and NINTENDO WII GAMING CONSOLE illustrate the first tier opponents in U. S. as well as internationally.

The most analyses is manufactured by Porter. His Five Forces Model in the tactical management viewpoint is used to recognize how attractive can be an industry in terms of competitive pushes. (Johnsons et al. 2008). It includes five forces within an organisation.

The threat of new entrants

The electric power of suppliers

The vitality of buyers

The threat of substitutes

Competitive rivalry

Threat of new entrants

Bargaining power of buyers

Bargaining electric power of suppliers

Rivalry amidst existing companies in the industry

Threat of subsitutes

According to Campbell et al. through the evaluation of Porter's pushes the key causes need to be found. Therefore in order to acquire effective strategic research it is required to concentrate on those forces which are identified as the key makes of the industry anytime.

New entrants

The degree of competition is obviously influenced by the entry of a business. The brand new entrants have to conquer different obstacles of entrance.

Clearly Nintendo was the first gaming on the marketplace. Therefore Nintendo could reach economies of level before Sony in 1990s came into the market using its PS and later Microsoft with its Xbox console. In this case the newcomers should anticipate to achieve similar economies of scale. Sony and Microsoft were able to reach a strong position in the gaming industry through new technologically developed consoles. Xbox made the equivalent contribution compared to that created by Nintendo's Game Cube and PS2 end up being the market head.

The electricity of potential buyers and suppliers

In every industry the power of potential buyers and suppliers should be controlled by companies since when these capabilities are high it triggers cost increase for suppliers and price lower for the clients.

The key customers for in the video games industry may be people in various age groups. Nintendo with quite different strategies concentrated all its products more on children and dominantly female. On the other hand Sony and Microsoft designed their products for older mainly male customers. The firms make an effort to consider the relationship with its customers to be able to keep their commitment.

The three companies make an effort to retain good romantic relationship using its suppliers that are largely common in the industry. These are for example Dell, Hewlett Packard, Twentieth Hundred years Fox, Disney Corporation, or Toshiba etc. Closer romance with suppliers can lead to cost reductions.

Substitutes

Substitutes are products or services that offer a similar benefit with an industry's products or services but with a different process. Clearly these the products of Nintendo may be regarded as substitutes for Sony or Microsoft. This presence helps to identify the elasticity of demand of the products. It really is price sensitive. For example individuals who are not allowed to buy Xbox decide to buy the cheaper Wii. Thus PS3 is more expensive than the other products its technical capacities give it an advantage on the other hand. So the reason that Nintendo lost sales may be that customers wished to buy products with better technology.

Competitive rivalry

As it can be seen on the number the four forces are directed to the competitive rivalry. Which means that low obstacles of barriers to entry and buyers with bargaining vitality power suppliers to increase of the numbers of rivals. The video game industry is a very competitive industry where all companies have different competitive strategies.

PS3 is attracting customers using its technological capabilities such as huge speed, power and design since it uses Cell Processor and Blue Ray. Nintendo comes with an advantage in price and focuses on game playing experience. It exploited the Wii efficiently with different way. Customers aren't sitting in front of television doing offers but instead it makes them exercise on the balance board. Xbox 360 360 strategy is dependant on the thing that it was the first system on the marketplace from the 7th era. Each one of these companies have to get to try and create dissimilarities between each other as well as prices competitively.

In conclusion Nintendo was able to surprise and become successful with unconventional strategies as it was discussed earlier. Nintendo thought that getting new gamers is more about simplicity than processor muscle and high-end design. These functions drove up making costs and Playstation3 retails doubly high as Wii. Nevertheless the high price and scarcity of strong game titles have triggered the Playstation3 to lag much behind the Wii in unit sales since their launches in 2007.

In line of Johnsons et al. 2008 Porter attempted to highlight that in the event that pushes are high the industry is not appealing to compete in. For the reason that there would be numerous competitors and the pressure will not allow reasonable profits.

The profitability of the company will be higher if there are poor suppliers, fragile customers, high accessibility obstacles, few possible substitutes, little rivalry between the other challengers. Lynch

The greatest obstruction for success in this industry might be the rivalry between these rivals. Especially Sony and Microsoft that have similar strategies and try to outsell and out-design one another given that they first came up to the market. In the future they might have to invest more into new technology and that may cause that people goes rather for game titles with lower images, lower processing vitality and choose that kind of games experience as Wii offers.

Key success factors of the industry

"The main element factors for success are those resources, skills and features of the organisations on the market that are essential to provide success in the market place"(Lynch, 2006, p. 92). These factors are the same for every company in a single particular industry.

After a couple of years of management Sony has lost its position on the market and today Nintendo is retailing more Wii's on the market. Nintendo's purpose is in which to stay the industry and on the other side Sony's and Microsoft's goal is to improve their position on the entertainment market that is constantly growing. To be able to gain competitive edge these companies have to consider several key success factors. These key success factors derive from the satisfying the requirements of the stakeholders especially customers and suppliers. On this industry it is made for example good marketing of the consoles, providing huge selection of new games, well toned circulation and product performance. Within the changing industry they need to be always ground breaking and think about improving their customer services. As the market segmentation increases it is also important to consider new focus on groupings and persuade as much new customers as is possible. In these companies everyone need to be aware of these key factors to be able to sustain a match with the changing environment.

E-V-R congruence

EVR analysis is used to get the construction for the strategies of the company as well as the faults in its strategies (Thomson, 2000). It offers three factors as environment, beliefs and resources. In the event Nintendo would like to achieve organisational efficiency and success it is very important to find the overlap between your key success factors and the central competencies and features. Moreover the environmental needs and key success factors need to match the principles of the company.

Firstly it's important to determine how the environment is a way to obtain opportunities and risks of the business. The issues of threats shouldn't be ignored. On the other side the number of opportunities show what work is put into improvement of tactical vision of the business by the professionals.

Threats:

focusing only on gaming experience

attracted young customers

changing technology

change in consumer lifestyles

Opportunities:

good reputation

opportunity to extend to other markets

online gaming

The resources consist of the advantages and the weaknesses of the company. The number between the advantages and weaknesses is quite balanced in this company. The talents of Nintendo show how powerful is the business from inside. The errors of the business are shown by the amount of weaknesses.

Strengths:

strong brand name

market head for hand-held machines

low cost hardware and software

uniqueness of action sensing controller

cost gain over competitors

Weaknesses:

limited collection of software

lack of game titles produced for Nintendo consoles

dependence on agreement manufacturers

having low earnings per share

design of the products

Furthermore the beliefs of the organisation may be dependant on the command and the culture of the business. The culture of Nintendo is situated purely on the games experience and that playing with Wii maximises the fun and minimises the fuss. Moreover this is not diversified. This quality differentiates Nintendo from its competitors. Authority is another issue that needs to be considered. The first innovator of Nintendo was Yamaauchi, who was simply the originator of the gambling industry, had not been able to motivate the company achieving high revenue. Later the new leader Iwata came with an idea of fabricating new and thrilling game play and that made the business more lucrative.

From the analysing the aforementioned issues it could be concluded that the style of EVR for Nintendo is the consciously incompetent organization. Where it manages to lose touch with the resources as it can be seen on the amount. The advantages and the weaknesses of Nintendo are completely different than those of Sony and Microsoft which means resources are not in touch with values and the surroundings. Consequently the management need to fortify the resource base to be able to reach EVR congruence.

Resources

Environment

The consciously

Valuesincompetent

organisation

Recommendations

Nintendo is currently a market innovator outselling Sony. Therefore it is important that the tactical leader of the company plan a strategy to fortify the company's position on the marketplace and to insure the future of the company. In this case the timing of the proper change is also very important, because sometimes it takes more time to achieve a plan than the professionals expect. Furthermore in video game industry Nintendo can respond to changing pushes in rivalling environment at the earliest opportunity. After the tactical change is set it should be implemented. In type of Olsen et al. (1999, p. 65) the "implementation means bringing all resources into alignment so that there surely is no compromise in obtaining the quest of the firm" p. 65

According to Campel et al. (2002) it is crucial to mention that strategy is achieved at three different degrees of the organisation such as commercial, business and useful levels.

Corporate level

This is at the level of the entire organisation and it shows a period from one to five years. This plan "is aimed toward the success of the firm's overall goals and the range of operation" (Olsen et al. , 1999, p. 48). Professionals in the business should increase the concept of calculating the success of the organization. Furthermore there must be developed a strategic plan and a specific idea about the quest and vision of the proper goals. And in addition new strategies should be prepared in the event the previous one fails.

Business level

The time range is from 5 to a decade. Available level unit the business is dealing with the condition how to remain competitive in the industry to reach a strategic gain (Olsen et al. 1999). In cases like this it would be recommended to get different products than the merchandise of rivals which Nintendo has achieved so far. But useful could be that they improve the design of their products so that it could entice more customers.

Functional level

This is the most comprehensive level of strategy and takes time up to one year. It contains issues such as fund, marketing, recruiting, administration, operations, research and development (Olsen et al. , 1999). It might be recommended to work through a better online marketing strategy for the products. Organisational behaviour should be managed and the communication should be improved upon too. In conditions of the financial issues it is important to get carefully to the introduction of the products. The organization should have professionals with specific qualification to control each useful area.

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